YugePax

Discuss map ideas, techniques, and give help.

Re: YugePax

Post Apr 20th '17, 09:16

Ah, I'll get rid of the door then.

Oh, and are fluids possible? I haven't done anything to use them, just curious. I imagine light dependent media would be an issue.
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General Tacticus

Post Apr 20th '17, 15:38

Liquids are already supported, including the tide light.

Other things I still want to make work:
* Teleporters within a yugepart
* Platform triggers (I noticed you had this in one of your maps)
* Platform switches (Using an annotation)
* Rechargers (using an annotation)

Also, you can add powerups (but not regular ammo). If you want to designate an area to spawn regular ammo, assign it as an item trigger. Don't go too nuts with this, as there will already be plenty of places with ammo by default.

If you want a switch or recharger, just draw out the area with the switch, and add an annotation to the polygon. "R" for recharger and "S_30" for a platform switch, where 30 is the polygon index of the platform. I don't want rechargers everywhere, so I'll probably set a max of 1 or 2 on each map, and delete any extras. I think adding an energy can is probably better than a recharger in most cases.
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Wrkncacnter

Post Apr 22nd '17, 02:26

Apparently Forge does weird things with maps that I don't understand, so for anyone mapping, please use Weland. I could probably figure it out if I absolutely have to, but I'd think people would want to use Weland anyway.
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Wrkncacnter

Post Apr 22nd '17, 03:56

Wrkncacnter wrote:Apparently Forge does weird things with maps that I don't understand, so for anyone mapping, please use Weland. I could probably figure it out if I absolutely have to, but I'd think people would want to use Weland anyway.


WELL!.jpg
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Windbreaker
South Park, CO

Post Apr 28th '17, 17:34

I've made progress on the monster/item spawns. I want to make various improvements to the monster spawns, but I'm hoping to have a small demo scenario available within the next few days to demonstrate how the level generation works, and maybe get some feedback on how fun the results are.

If anyone is sitting on any completed yugeparts that they want included as part of the demo, please PM them or upload them here within the next couple days.
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Wrkncacnter

Post Apr 29th '17, 01:52

Ok, here are the ones I have ready
Attachments
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General Tacticus

Post Apr 29th '17, 04:06

General Tacticus wrote:Ok, here are the ones I have ready

Thanks! These look great.

I noticed you got rid of the platform triggers and door in the middle of your first MediumRoom. I got platform triggers working so you could keep it the way you had it, unless you just decided against it.

Your corner and hallway intersections do not have any monster polygons defined. Is this intentional? You don't necessarily have to have monsters in the small yugeparts, but I thought I'd check.

One thing I forgot to mention is you can add sounds, which come in handy when there is liquid.
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Wrkncacnter

Post Apr 29th '17, 21:17

Yeah, I figured I'd throw in the occasional empty room to mix things up a little. I'll change 'em if it would be better otherwise.

I will, however, definitely get to adding sounds. (sound objects, right?)
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General Tacticus

Post Apr 29th '17, 21:30

Empty rooms are fine, as long as it's not one of the big pieces. Yours are fine.

Yeah, just add sound objects like normal.
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Wrkncacnter

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